Bloody Stab [Discuss]
You can cause living opponents to bleed by hitting them with a sneak attack.Prerequisites: Sly StabBenefit: Your sneak attack causes the target to take 1 additional point of bleeding damage each round for each die of the sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Crippling Stab [Discuss]
You can sneak attack opponents with such precision that your blows weaken and hamper them.Prerequisites: Sly StabBenefit: An opponent damaged by one of your sneak attacks also takes 2 points of Strength damage.

Dispelling Stab [Discuss]
Your sneak attack is able is able to dispel a magical effect on your foe.Prerequisites: Major Magic rogue talent or able to cast dispel magic, Sly StabBenefit: Foes struck by your sneak attack are affected by a targeted dispel magic, targeting the lowest-level spell effect active on them. The caster level for this ability is equal to either your caster level or your rogue class level, whichever is higher.

Flurry of Blows [Discuss]
You are capable of striking your foes more times than they can anticipate.Benefit: You are capable of delivering more attacks than you would normally be capable of. At low levels, your chance of hitting takes a penalty, but as you gain more experience you become more adept at striking and connecting more often. Reference the table below to determine your number of bonus attacks and the modifier to all your attacks when making a flurry. The Extra Attacks column is not cumulative. When making a flurry you add the extra attacks to your iterative attacks and apply the number in the Attack Modifier column to every attack you make as you flurry. When making a flurry the character adds her bonus attack(s) to the front end of her base attack bonus, using her full base attack bonus and then applying the modifier from the Attack Modifier column to her base attack bonus; for example a 13th level fighter with a flurry of blows would make a flurry with an attack bonus of +13/+13/+13/+13/+8/+3.Special: Characters can only make unarmed flurries. By selecting other feats to add to this, the character is able to use certain weapons in conjunction with her Flurry of Blows. Monks gain this feat for free at 1st level regardless of whether or not they meet the prerequisite.

Maneuver Training [Discuss]
You know how to make the most out of opportunities presented to you in combat.Benefit: You treat your total hit dice as your base attack bonus when calculating your Combat Maneuver Bonus.

Phlegmatic Stab [Discuss]
Foes subject to your sneak attack are unable to make a sneak attack in the following round.Prerequisites: Sly StabBenefit: Opponents damaged by your sneak attack can’t make attacks of opportunity for 1 round.

Sly Stab [Discuss]
You are trained in causing in causing more pain when making sneak attacks.Prerequisites: Base Attack Bonus +6, Sneak AttackBenefit: You receive a +4 circumstance bonus on attack rolls when performing a sneak attack.

Sneak Attack [Discuss]
You can make damaging strikes against unprepared opponents.Prerequisites: Dex 13Benefit: If you can catch an opponent when they are unable to effectively defend themselves from your attack, you can strike a vital spot for extra damage. Your attack deals extra damage anytime your target would be denied their Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when you flank your target. This extra damage is +1d6. Should you score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.Special: You can take this feat multiples times; each time increasing the extra damage by +1D6. The extra damage dealt by the sneak attack cannot exceed 1D6 per two character levels. For example a 4th level character could sneak attack for +2D6 damage but not any more than that.